I'd like to see if there is some way to incorporate this, or some derivative of this, into the CAP process. I really have no clue how to do that. But here's my motivation -- our current type selection process is a total crapshoot. We just randomly throw out potential types, with the hope that it will support our concept, and we take it from there. If we could somehow put a more analytical framework underneath our type discussions and selection process -- perhaps we could add a bit more structure and reason to our project.
I have a lot of random thoughts about this right now, and I don't want to go in a million directions at once. But, perhaps others can think about this stuff too and we might be able to come up with something together. Or maybe not. At the very least, it could be an interesting discussion!
Once again -- great work X-Act! I love when you present this kind of thing. It's always fascinating to see numbers that support our common "gut feelings" about this game we play.
That's what I wanted to do for the past two years or so. It would not only be good for CAP; it would also be good to aid the suspect process.I don't know if it's possible but if we could get moves and abilities into some standard form to evaluate, we could derive a total statistic to rank every Pokemon which could be very powerful for new CAP creation.
It depends on the method you're using to calculate them. How are you calculating them?I think the adjusted ratings may be a bit off. I'm getting 72.0188 instead of 76.8699 for water/none, 58.1208 instead of 63.0470 for dark/ghost, and 72.5683 instead of 78.0682 for normal/none, for instance.
Also, have you thought of a way to integrate stealth rock resistances, weather immunities and the like into the ratings?
It depends on the method you're using to calculate them. How are you calculating them?
These numbers don't take any move information into account. For instance, Fighting should technically score a higher OTR because Fighting moves tend to have a higher Base Power than, say, Ghost moves. So no, I haven't incorporated any move information in the ratings shown.
I would gladly do this... however I would like a nice list of commonly-used attacking moves, their accuracy, their base power and any side-effect they have, sorted by their types. I think Deck Knight has something already about this, and maybe you have too, since you do the Move type frequency stats in Stark.I don't think you should incorporate such an information, especially if it is thought for CAP use. Not only, as you said, being Fighting (for example) does not mean that you get Close Combat, CAP as a long history of move creation which would alter drastically the OTR should you take moves into account (think of how much weight would have Paleo Wave compared to Ancientpower and Power Gem, for example). I'm all for armogohma said about SR resistance, weather immunity and so on, though, especially the former. A 4X Rock Weakness must weigh a lot more on the DTR than , say, a 4X Ice move, despite Rock and Ice being similar types OTR-wise.
I would gladly do this... however I would like a nice list of commonly-used attacking moves, their accuracy, their base power and any side-effect they have, sorted by their types. I think Deck Knight has something already about this, and maybe you have too, since you do the Move type frequency stats in Stark.
About Rock weakness etc., I've already weighted that accordingly in the DTR. If you think about it, there are about as many Ice-weak Pokemon than Rock-weak ones (if not more!), so, if an Ice-type Stealth Rock (Stealth Ice?) move was to be invented, it would pretty much be as effective to the metagame as Stealth Rock is.
The greater the number is, the better.X-Act, I do have a couple of questions that I wish to ask in regards to the typing rating presented here.
First of all, in your offensive type rating, you mentioned that when you use the formula, you should get a number somewhere in between 1.0844 and 1.1304. I tried the bug/flying typing just to see what I would end up with and got approximately 1.1226. It is closer to the upper end of that range, that much I can tell. The question that arises for me is this: is being closer to the maximum give you a good or a bad rating?
I don't think it's important to do an overall type rating. What would be important is to incorporate the offensive typing rating into the physical and special sweepiness formulae, and the defensive typing rating into the physical and special tankiness formulae. That would ultimately provide a Base Stats & Typing overall Rating.Secondly, while you do not appear to currently have an overall type rating formula (as in a formula that takes the offensive and defensive type ratings and outputs some number), would such a formula be practical for determining how good a Pokemon's type is overall?
The thing is, the calculations assume that the poke has access to very move, and the bonuses come from having STAB. Being able to hit an opponent with a neutral STAB when your other STAB is ineffective is very nice, and that's why dual-types have higher offensive ratings. The two STABs being walled isn't very important if one has access to other moves as well. The reason Normal/Poison isn't lower is that it can still use Rock-type attacks; Mono-Rock only gets STAB on Rock and a bunch of weaknesses.
It should be noted that the offensive nature of the typing of a Pokemon shouldn't note movepool at all. For example, just because we have a Fighting-type Pokemon does not mean that it will have Close Combat. Conversely, just because we have a Normal/Flying type Pokemon does not mean that it won't have Close Combat (see: Staraptor). Hence, as I like to repeat over and over again, the offensive nature of a Pokemon is affected the most by its movepool, and not by its typing or stats.